With video games which can be based mostly on mixtures of issues and continues to broaden, you get a combinatoric explosion – it actually isn’t wherever close to cheap to check each mixture in that type of state of affairs. We simply don’t have that type of growth time, and it wouldn’t be value it even when we did.
Infinite combos will not be actually that unhealthy, all issues thought-about. In Magic, for instance, there are many infinite combos that require three or extra playing cards on the sphere. As a result of they require a number of playing cards, solutions like removing, counter-magic, or simply successful earlier than the infinite combo is assembled are all completely legitimate choices for any opponent. They supply a enjoyable method for gamers to precise how they want to play (“assembling the combo” is a enjoyable in-game purpose to attempt to obtain).
What’s much more necessary is that every little thing is correctly costed. Infinite combos that win the sport aren’t inherently unhealthy, however infinite combos which can be straightforward to provoke and onerous to search out counter play for are troublesome. It isn’t the infinite combo itself that’s troublesome, it’s how straightforward the combo is to assemble. By making the combo tougher to assemble – normally by tweaking prices or rising vulnerability to counter play – we will protect the enjoyable of assembling and successful with the infinite combo whereas nonetheless permitting for an inexpensive aggressive metagame. We are able to do that by guaranteeing combo items dearer to solid (shopping for time for the opponent to construct their very own assets and probably win) or by making them extra susceptible to removing or counterplay, e.g. including “hate” items that may counter the combo if it occurs, or removing that may cease the combo in its tracks.
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